Unfortunately the Institute Arsenal Overhaul Redux has been cancelled, but this is so I can put focus into Project: Bygone Weapons. I would recommend using Micalov's Institute Technology Overhaul rather than using this. I'll leave this mod up, but I will not be supporting it anymore.
get Micalov's Institute Technology Overhaul, it's much better than this mod and it has weapons that fill the roles from this mod almost exactly. So I'd recommend using the ITO instead of this outdated mod from when I was garbo at modding
I just started using this, and thus-far, have only seen 2 of the weapons spawn (one was a legendary, so that was nice). They were also both the same weapon - The Institute Defender. I Have only had two encounters with synths though. Before I even played the mod, I planned to change the ammo types to fusions cells and maybe gamma cells for the more powerful version, but once I was in FO4 edit I couldn't figure out how to do that (it was a bit harder than I anticipated). So instead, I just changed the one ammo recipe, added another, and also have the energy cells spawn on synths. I began to set it up so every synth type except for melee spawned with the ammo, (based on level, of course), but after copying about 30 NPCs into this mod I realized I could probably just add the energy cell LL to the 'death item' (along with the synth part). Its working, but I want to make sure I am not getting too much ammo. I would have preferred to add the ammo just to the synths that had the new weapons, but unfortunately, since these are added with scripts, I don't know how to do that. Still testing: If I get a working, better balanced version, I may post the esp. replacer. And if I REALLY like the mod, I will try to redo the textures - that's well within my wheelhouse (make them look less 'plasticy'). I do not have a problem with the current textures, but I realize some people like things a bit less... shiny? Of course, the original textures would still be an option (texture-swaps are also well within my wheelhouse). Fun fact: I chose this mod over the newer (Institute weapon) one because I HATE adding ammo types to my game, and that one requires Munitions, which I refuse to use. This is why I wanted to change the ammo type to F-cells to begin with, to avoid more ammo, but at the end of the day I wound up with another ammo type anyway. I will still be looking into rechambering it to the Fusion Cells. Cheers
I don't support this mod anymore. It's not made well and it's nowhere near my quality now (also the synth LLs are screwed up so you probably won't be seeing many of my weapons in game anyway). I would still recommend Mica's Institute Technology Overhaul, but I'm not gonna keep going cause I'm done arguing with people refusing to use Munitions cause it's just the same old song and dance every time. I'll just say it's a very quality mod that utilizes Munitions perfectly and actually works very well unlike this mod. And if you really really don't like Munitions then this is about where your enjoyment of my mods will end because my current Project: Bygone Weapons mods most of the time rely on Munitions for it's returning of classic ammo types. I'm definitely not an anti-munitions mod author, I'm more of the opposite if anything (I'm one of the first to utilize it and I even helped with some assets in Munitions)
My point is that I highly recommend ditching this mod and downloading Mica's instead, as it actually brings back the best of these weapons, but better quality in every way. You'll even see me credited in Mica's ITO so I guess think of it as a spiritual successor in a way I guess. So I do very much endorse that mod over this mod. Much better quality in my opinion.
The problem is, most people do not care about ammunition the way gun-enthusiasts do. Fallout is NOT a 'combat simulator'. There are already those types of games out there, that do it MUCH better. Fallout is more about the cool & weird look/vibe. Thus, making mods built around an ammo-immersion mod would only appeal to a niche audience... an audience I might add that is already playing those other, better (combat) games. Plus, I already have all my other factions fleshed-out, and not just the main ones, with armor and weapons. I'm even making my own mod for the Trapper faction. The institute was the only place I was lacking and I felt this mod was perfect for that... once I hammer-out the quirks. Thank you for making it.
The Beam Rifle is the favorite weapon of this mod. i don't know why but, it reminds me of the laser gun that was shown in the starfield trailer, and i love it. however, i hate sonic emitter, i find it ugly and unbalanced (sorry!sorry!) I am sincerely and anxiously waiting for the standalone release of the beam rifle, and for the institute overhaul redux! thanks for the great mods, Alexerator.
Beam Rifle redux technically isn't happening and it's standalone version is out (The Laser RCW), the Sonic Emitter and Beam Rifle won't be returning in the Redux, rather they will be replaced with the Plasma Pistol, Laser RCW, and LAER due to the start up of Project: Bygone Weapons and the cancelation of all Arsenal Overhauls beyond the Institute Redux. (Also word of advice: maybe don't go yelling that a weapon is ugly on a mod page, I have a good bit of patience but other mod authors don't. tl;dr is "talk s#*!, get hit")
Love this mod, and it goes very well with just buffing up the Institute but however I've come across a common problem where the energy cell ammo type doesn't spawn on any synths. For a while of having this mod, nothing. I've looked through the comments here and didn't see anything that could help get those energy cells into the leveled lists of synths. So I just need some help if anyone can with this issue, and I would just like to know the id of the overcharged energy cells or the regular ones just so I can have an easy way of getting them.
The ID code is 1d00177d So you can just make more by typing "player.additem 1d00177d xxx" Using xxx as the number of ammo piece you want, of course. I have not found a way to craft these in game. Which is what I came here looking for...
1d00177d Energy Cells 1d0017b1 Overcharged Energy Cells
The beam rifle having a chamberer is one of the funniest things in the world. xD Like woo it's putting one electric [sic] into the chamber. If anything it may need a conductor-- some sort of switch which connects the system and allows electricity to pass through a conductor.
hello I wanted to ask about the redux. are you planning on adding faction skins? or laser color changes? becuase I am having a blast with this mod but would love to use it with my BoS character. Anyway amazing mod absolutely 9/10!!!!
This looks great... I just can't seem to find a synth that spawns with anything but a standard institute laser though, so despite finding the plasma defender, I've got no ammo for it.
haven't been able to recreate that bug yet, make sure your file is updated, that you're at the correct level for the weapons to spawn, and that you have given the game enough time to refresh the leveled lists
79 comments
Unfortunately the Institute Arsenal Overhaul Redux has been cancelled, but this is so I can put focus into Project: Bygone Weapons. I would recommend using Micalov's Institute Technology Overhaul rather than using this. I'll leave this mod up, but I will not be supporting it anymore.
Better mod --> Made by a cool dude too
Before I even played the mod, I planned to change the ammo types to fusions cells and maybe gamma cells for the more powerful version, but once I was in FO4 edit I couldn't figure out how to do that (it was a bit harder than I anticipated). So instead, I just changed the one ammo recipe, added another, and also have the energy cells spawn on synths. I began to set it up so every synth type except for melee spawned with the ammo, (based on level, of course), but after copying about 30 NPCs into this mod I realized I could probably just add the energy cell LL to the 'death item' (along with the synth part). Its working, but I want to make sure I am not getting too much ammo. I would have preferred to add the ammo just to the synths that had the new weapons, but unfortunately, since these are added with scripts, I don't know how to do that. Still testing: If I get a working, better balanced version, I may post the esp. replacer.
And if I REALLY like the mod, I will try to redo the textures - that's well within my wheelhouse (make them look less 'plasticy'). I do not have a problem with the current textures, but I realize some people like things a bit less... shiny? Of course, the original textures would still be an option (texture-swaps are also well within my wheelhouse).
Fun fact: I chose this mod over the newer (Institute weapon) one because I HATE adding ammo types to my game, and that one requires Munitions, which I refuse to use. This is why I wanted to change the ammo type to F-cells to begin with, to avoid more ammo, but at the end of the day I wound up with another ammo type anyway. I will still be looking into rechambering it to the Fusion Cells. Cheers
My point is that I highly recommend ditching this mod and downloading Mica's instead, as it actually brings back the best of these weapons, but better quality in every way. You'll even see me credited in Mica's ITO so I guess think of it as a spiritual successor in a way I guess. So I do very much endorse that mod over this mod. Much better quality in my opinion.
Plus, I already have all my other factions fleshed-out, and not just the main ones, with armor and weapons. I'm even making my own mod for the Trapper faction. The institute was the only place I was lacking and I felt this mod was perfect for that... once I hammer-out the quirks. Thank you for making it.
good luck getting this mod to work well, idk how hard that'll be
however, i hate sonic emitter, i find it ugly and unbalanced
(sorry!sorry!) I am sincerely and anxiously waiting for the standalone release of the beam rifle, and for the institute overhaul redux! thanks for the great mods, Alexerator.
1d00177d Energy Cells
1d0017b1 Overcharged Energy Cells
Good luck